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SOLVED DDS Texture Error in Console

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by King Games, Mar 31, 2025.

  1. King Games

    King Games
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    Feb 26, 2018
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    Can someone help me better understand these console errors.
    is my DDS image not correct format? It was exported the same as any others DDS on this Level
    Capture.png
     
  2. Technological

    Technological
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    Dec 28, 2022
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    What is the resolution of the DDS file?
     
  3. King Games

    King Games
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    1248x1024
     
  4. Technological

    Technological
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    The width and height of the DDS file has to be a value that is a power of two. 1024 works, but 1248 doesn't.
     
    • Agree Agree x 1
  5. Barbent Servo GT

    Barbent Servo GT
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    As stated in your error log, the DDS files must have dimensions that correspond to powers of 2. So, for example, 4096x128 would be valid, but your 1248x1024 unfortunately wouldn't, because 1248 isn't a power of 2. If you absolutely need those dimensions, you can use the PNG format. (In this specific case, name the files so that they don't end up in the texture cooker and BeamNG doesn't try to create DDS files.)
     
    • Agree Agree x 1
  6. King Games

    King Games
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    I did not know this about DDS thank you both. So how are PNGs named so that BeamNG wont put them in texture cooker?
     
  7. Barbent Servo GT

    Barbent Servo GT
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    Here is a good article about the functionality of the Texture Cooker:
    https://documentation.beamng.com/modding/materials/texture_cooker/

    If you provide PNG files for your texture graphics and they meet certain criteria (besides the aforementioned x^2 dimensions it is the naming rules and the internal color mode), BeamNG will automatically convert them to DDS (and if successfull will use them instead of your existing PNGs). You can sometimes observe this when loading a brand new vehicle for the first time: For a brief moment, a grayish surface with some text on it is visible.

    DDS has the advantage of being better compressed and implicitly providing different resolutions (mipmaps), which the BeamNG engine greatly appreciates (performance).

    To make the Texture Cooker work, simply name the PNG files using the following format:
    *.color.png or *.normal.png or *.data.png (see article)
    Otherwise, the PNG file format will be retained and not converted to DDS. This eliminates the power-of-two limitation of DDS, but it does have these significant performance disadvantages.

    If you should need some textures with competely free dimensions in appearance but you still prefer to use DDS, you can stretch them (e.g. with Photoshop) to the nearest power of two. In your case it would be 1024x1024. Afterwards you would correct this distortion with the help of the UV Maps of your object. Or you can leave a border in your graphic, although that's obviously wasteful. In your case, that would result in 2048x1024...
     
    #7 Barbent Servo GT, Apr 2, 2025
    Last edited: Apr 2, 2025
  8. Artistterrymartin

    Artistterrymartin
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    Got to also pick the right compression if you are converting your pngs to DDS in Gimp.
    And if you use non standard resolutions that are odd as a png it will alias really bad.
     

    Attached Files:

    • compress.jpg
    • dds1.jpg
    • Agree Agree x 1
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